• Title/Summary/Keyword: Social Broadcasting

검색결과 440건 처리시간 0.025초

A Study on the Perception of Corona19 Period Play Culture Based on Big Data Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권4호
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    • pp.196-203
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    • 2020
  • In this study, we tried to explore the actual direction for the play culture by looking at the social perception of the change of play culture due to the Corona 19 using big data analysis. For this research, we used Textom, a website specializing in collecting big data, and collected 10,216 data using keywords of "Corona + Play," "Play Culture" and "Leisure" from January 19, 2020 to September 30, 2020, when the first confirmed case of Corona 19 occurred in Korea on various portal sites at home and abroad. The results of this paper showed that the social perception of the play culture in Corona 19 was 51.61%, not much different from the negative image of 48.15%. It is necessary to develop a play culture program that can identify people's various desires and emotions under the premise that situations similar to the current With Corona period and Corona19 can occur at any time, and find mental and physical stability and vitality in unstable situations. In addition, the results of this study can be used as basic data for the development of play culture policies or programs, with the significance that this study helped vitalize big data utilization research in the fields of play, leisure, and culture.

모바일러닝에서 실재감, 서비스의 질, 학습몰입 및 학습만족도 간의 구조적 관계 규명 (Identification of the Structural Relationship between Presence, Service Quality, Flow and Learning Satisfaction in Mobile Learning)

  • 주영주;정애경;강정진;정보경
    • 한국인터넷방송통신학회논문지
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    • 제15권4호
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    • pp.169-175
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    • 2015
  • 이 연구의 목적은 모바일 학습환경에서 교수실재감, 인지적 실재감, 사회적 실재감, 서비스 질, 학습몰입과 학습 만족도 간의 구조적인 관계를 규명하는데 있다. 설문조사는 국내 W 디지털대학교에서 모바일서비스를 사용하는 학습자 255명을 대상으로 구조방정식 방법을 사용하여 분석하였다. 연구결과 인지적 실재감, 사회적 실재감, 서비스 질은 학습 몰입에 영향을 미치는 것으로 나타났고 인지적 실재감, 서비스 질, 학습몰입은 학습 만족도에 영향을 미치는 것으로 나타났다. 본 연구에서는 연구결과를 토대로 모바일러닝 환경에서 학습몰입과 학습만족도를 높이기 위한 전략을 제시하였다.

DWB 도입정책에 대한 반성적 검토 (A Critical Review of DMS Policy in Korea)

  • 김평호
    • 한국언론정보학보
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    • 제26권
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    • pp.135-156
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    • 2004
  • 현재 DMB 도입은 관련 사업자들의 요구와 당국의 정책적 추진방침이 맞물려 일종의 속도경쟁식으로 전개되고 있다. 이러한 와중에서 DMB 도입논리에 허점은 없는지, DMB라는 메체의 정체성과 사회적 의미에 대한 이하는 충분한지, 도입정책의 수립과 집행과정에 문제는 없는지 등의 문제인식과 그에 대한 논의는 상대적으로 간과되고 있다. 첫번째의 문제는 DMB 도입의 근거가 충분하게 타당한 것인가라는 차원에서, 두 번째의 문제는 새로운 매체와 기술을 도입함에 있어 요구되는 매체와 기술의 사회문화적 파장에 대한 신중한 이해를 가지고 있는가라는 차원에서, 세번째의 문제는 새로운 매체와 기술도입의 초기조건 형성이 적절하게 이루어지고 있는가라는 차원에서 중요한 과자들이다. 이 연구는 이러한 세 가지 측면에 초점을 두고 DMB 관련 정책을 반성적으로 살펴보고자 한다.

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빅데이터 분석/처리에 따른 생활밀착형 서비스의 프라이버시 보호 측면에서의 구조혈 연구 (A Study on Structural Holes of Privacy Protection for Life Logging Service as analyzing/processing of Big-Data)

  • 강장묵;송유진
    • 한국인터넷방송통신학회논문지
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    • 제14권1호
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    • pp.189-193
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    • 2014
  • 네트워크 서비스는 로컬서비스와 결합하면서 생활밀착형 서비스로 발전하고 있다. 생활밀착형 서비스는 기존의 모바일 서비스와는 달리, 위치정보와 로컬정보 그리고 소셜 네트워크서비스 정보 등을 모아 개인화된 서비스를 제공할 것으로 예상된다. 여러 정보를 모아 처리하는 과정에서 빅데이터 기술, 클라우드 기술 등이 필요하다. 이미 이에 대한 효율성 높은 알고리즘이 연구되고 있으나 반면, 생활 밀착형 서비스 모델 또는 빅데이터 환경에서의 프라이버시 보호 모델에 대한 연구는 상대적으로 미흡한 편이다. 이 글은 생활밀착형 서비스에 활용될 빅데이터 기술이 야기하는 프라이버시 문제에 대하여 구조혈 중심으로 다룬다.

기계학습을 이용한 SNS 오피니언 문서의 자동추출기법 (Automatic Retrieval of SNS Opinion Document Using Machine Learning Technique)

  • 장재영
    • 한국인터넷방송통신학회논문지
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    • 제13권5호
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    • pp.27-35
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    • 2013
  • 최근 들어 SNS가 대중화됨에 따라, 이들로 부터 오피니언을 분석하여 특정 이슈에 대한 여론을 파악하려는 다양한 연구가 진행되고 있다. SNS 환경에서 오피니언 분석을 위해서는 우선 게시글 중에서 오피니언 문서와 그렇지 않은 문서(객관적 문서)를 분리해야한다. 본 논문에서는 트위터 문서로 부터 오피니언 문서만을 추출하는 새로운 방법을 제안한다. 트위터 환경에서 오피니언 문서에 대한 분류나 검색의 어려운 점은 충분한 학습 자료가 존재하지 않다는데 있다 이를 위해 제안된 방법에서는 감성 분류를 위해 트위터와 유사한 외부의 정보를 이용하여 기계학습기반 분류 모델을 생성하고, 이를 응용하여 트위터에서의 오피니언 문서 추출에 적용하였다. 또한 실험을 통하여 제안된 방법의 적용 가능성을 평가하였다.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

A Study on the Analysis of Museum Gamification Keywords Using Social Media Big Data

  • Jeon, Se-won;Choi, YounHee;Moon, Seok-Jae;Yoo, Kyung-Mi;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권4호
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    • pp.66-71
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    • 2021
  • The purpose of this paper is to identify keywords related to museums, gamification, and visitors, and provide basic data that the museum market can be expanded by using gamification. That used to collect data for blogs, news, cafes, intellectuals, academic information by Naver and Daum which is Web documents in Korea, and Google Web, news, Facebook, Baidu, YouTube, and Twitter for analysis. For the data analysis period, a total of one year of data was selected from April 16, 2020 to April 16, 2021, after Corona. For data collection and analysis, the frequency and matrix of keywords were extracted through Textom, a social matrix site, and the relationship and connection centrality between keywords were analysed and visualized using the Netdraw function in the UCINET6 program. In addition, We performed CONCOR analysis to derive clusters for similar keywords. As a result, a total of 25,761 cases that analysing the keywords of museum, gamification and visitors were derived. This shows that the museum, gamification, and spectators are related to each other. Furthermore, if a system using gamification is developed for museums, the museum market can be developed.

Blockchain for the Trustworthy Decentralized Web Architecture

  • Kim, Geun-Hyung
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권1호
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    • pp.26-36
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    • 2021
  • The Internet was created as a decentralized and autonomous system of interconnected computer networks used for data exchange across mutually trusted participants. The element technologies on the Internet, such as inter-domain and intra-domain routing and DNS, operated in a distributed manner. With the development of the Web, the Web has become indispensable in daily life. The existing web applications allow us to form online communities, generate private information, access big data, shop online, pay bills, post photos or videos, and even order groceries. This is what has led to centralization of the Web. This centralization is now controlled by the giant social media platforms that provide it as a service, but the original Internet was not like this. These giant companies realized that the decentralized network's huge value involves gathering, organizing, and monetizing information through centralized web applications. The centralized Web applications have heralded some major issues, which will likely worsen shortly. This study focuses on these problems and investigates blockchain's potentials for decentralized web architecture capable of improving conventional web services' critical features, including autonomous, robust, and secure decentralized processing and traceable trustworthiness in tamper-proof transactions. Finally, we review the decentralized web architecture that circumvents the main Internet gatekeepers and controls our data back from the giant social media companies.

On the Physical Function Evaluation, Prevention Training, and Cognitive Ability Improvement through the Design of a Healthcare Independence Support System based on Emotional Satisfaction of Senior Users

  • Lee, Sang Min;Kim, Joo Uk;Kim, Young Min
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권1호
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    • pp.37-46
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    • 2021
  • Recently, social technologies have been created to solve problems from businesses for the establishment of generational solidarity ecosystem in terms of employment, residential space, network and social capital, age, cognitive and environmental aspects. This is senior-friendly healthcare business system aimed at meeting the senior needs for health life to enjoy active consumption culture life even after retirement, becoming a catalyst for minimizing generational conflicts, preventing the cognitive and physical deterioration of seniority in the areas of life healthcare, fitness and well-aging, and expanding into systems necessary for seniority self-reliance. We would like to draw up the development and requirements of the concept of the service platform for the study of collective characteristics for generation solidarity with senior class and the establishment of a customized senior health life system for generation solidarity. This system is characterized by a platform that can prevent the decline of seniors' cognitive and physical functions and enhance emotional stability. It is significant in providing feedback on the risk perception index, fall index, and prevention training index information to the child through the analysis and extraction of the senior health index for risk perception, fall probability, and fall prevention.

Research on Technology Production in Chinese Virtual Character Industry

  • Pan, Yang;Kim, KiHong;Yan, JiHui
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.64-79
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    • 2022
  • The concept of Virtual Character has been developed for a long time with people's demand for cultural and entertainment products such as games, animations, and movies. In recent years, with the rapid development of concepts and industries such as social media, self-media, web3.0, artificial intelligence, virtual reality, and Metaverse, Virtual Character has also expanded new derivative concepts such as Virtual Idol, Virtual YouTuber, and Virtual Digital Human. With the development of technology, people's life is gradually moving towards digitalization and virtualization. At the same time, under the global environment of the new crown epidemic, human social activities are rapidly developing in the direction of network society and online society. From the perspective of digital media content, this paper studies the production technology of Virtual Character related products in the Chinese market, and analyzes the future development direction and possibility of the Virtual Character industry in combination with new media development directions and technical production methods. Consider and provide reference for the development of combined applications of digital media content industry, Virtual Character and Metaverse industry.